For EACH ally with a harmful effect(s) active, loses 5% defense and 5% resistance. 5% increased defense and 5% increased resistance to each ally without harmful effect(s).
Heroic upgrade
10% chances to grant all haven allies immunity for 1 turn(s) and reverse damages for 1 turn(s) each time an inferno or necropolis ally dies.
Heroic upgrade
Each ally with a harmful effect active have 5% increased attack. At the beginning of own turn, 10% chances to give 2 Concentration points to a random ally.
Heroic upgrade
2% increased resistance and 2% increased defense for each haven ally. Each time an inferno or undead ally is defeated, 15% chances to decrease all own cooldowns by 1 .
Heroic upgrade
If an ally is defeated, 10% chances to increase all cooldowns of all enemies by 1 .
Heroic upgrade
All allies have 5% increased critical chance. For each dead ally or dead enemy, self has increased critical chance by 5%. Whenever an ally dies, heal all allies by 20%.
Heroic upgrade
All allies have 5% increased accuracy. At the beginning of each turn, 10% chances to cast increased speed on a random ally for 1 turn(s) and decrease speed on all enemies for 1 turn(s).
Heroic upgrade
All allies have 5% increased HP. At the beginning own turn, 10% chances to curse all enemies by 10% for 1 turn(s) and cast increased defense on a random ally for 1 turn(s).
Heroic upgrade
Every time self uses first spell, 10% chances to cast increased defense for 1 turn(s) and increased critical chance for 1 turn(s) to all allies minus self.
Heroic upgrade
When own HP are higher than 30%,at the end of own turn, 10% chances to grant reflect damage to an ally for 1 turn(s) and to refill own turn bar by 30%.
Heroic upgrade
Grant all martial art allies immunity to parasites. At the end of own turn, 10% chances to clean 2 harmful effect(s), give it immunity for 1 turn(s) and invisibility for 1 turn(s).
Heroic upgrade
Grant all martial art allies immunity to curse. Grant all flying allies: 10% chance to transfer 1 of their harmful effects when they use their first spell.
Heroic upgrade
Gains 2% critical damages for each beastman ally. Whenever self performs a critical attack, 10% chances to grant 1 concentration point to all allies and cast shield equal to 5% own HP on all beastmen allies for 1 turn(s).
Heroic upgrade
All beastmen allies have 5% chances to fill their own turn bar by 5% each time they use their first spell.
Heroic upgrade
At the end of each turn, 10% chances to sacrifice 5% HP and cast on all enemies block buffs for 1 turn(s). At the beginning of each waves, 10% chances to increase the cooldowns of all enemies by 1 .
Heroic upgrade
Each time self receive a critical attack, 5% chances to transfer all own harmful effect(s) to a random enemy, and to increase duration of all beneficial effect(s) to all beastmen allies by 1 .
Heroic upgrade
Each time self receive a critical attack, 10% chance to cast shield on itself for 1 turn(s) providing shelter of 20% max HP.
Heroic upgrade
At the end of every turn, 10% chance to cast increased healing effect on all allies for 1 turn(s). 10% chance to steal 1 beneficial effect(s) from a random enemy.
Heroic upgrade
At the beginning of each turn, 10% chance to steal 1 beneficial effect(s) from all allies but refills their turn bar by 5%.
Heroic upgrade
At the end of each turn, 10% chance to paralyze a random ally for 1 turn(s) and heal it by 50%.
Heroic upgrade
Gains 2% increased attack and 2% increased critical damage for each debuffed enemy.
Heroic upgrade
At the beginning of each wave, disable 10% of own HP for 1 turn(s) and fills own turn bar by 10%, 10% chances to cast increased speed on all sanctuary allies for 1 turn(s) and 10% chances to frighten all enemies for 1 turn(s).
Heroic upgrade
If attack is critical, 10% chance to gain invisibility for 1 turn(s) and grant all construct allies increased attack for 1 turn(s).
Heroic upgrade
When an ally uses is first spell, 10% chance to decrease own cooldowns by 1 and 10% chance to increase duration of own beneficial effect(s) by 1 .
Heroic upgrade